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game.cpp
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#include "game.h"
#include <QMouseEvent>
#include "audio.h"
#include "player.h"
#include "audio.h"
#include "movableObjects.h"
#include "bullet.h"
#include <QPixmap>
#include "enemy.h"
#include "enemy1.h"
#include "enemy2.h"
#include "enemy3.h"
#include "meteor.h"
#include "meteor1.h"
#include "meteor3.h"
#include "Buff.h"
#include "Buff1.h"
#include "Buff2.h"
#include "score.h"
#include "hp.h"
using namespace insemi;
Game::Game(QWidget *)
{
// create the scene
scene = new QGraphicsScene();
scene->setSceneRect(0,0,1800,1000); // make the scene 800x600 instead of infinity by infinity (default)
setBackgroundBrush(QBrush(QImage(":/gfx/gfx/bg52.png"))); //set background image
// make the newly created scene the scene to visualize (since Game is a QGraphicsView Widget,
// it can be used to visualize scenes)
setScene(scene);
setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
setFixedSize(1800,1000); //set the size of the window
// Game tick timer
moveTimer = new QTimer();
moveTimer->start(10);
// check player collision
QObject::connect(moveTimer,SIGNAL(timeout()),this,SLOT(collision()));
// create the player
player = new Player();
addItem(player);
//startposition
player->QGraphicsPixmapItem::setScale(1);
// this->scale();
player->setPos(scene->width()/2, scene->height()- 150);
// make the player focusable and set it to be the current focus
player->setFlag(QGraphicsItem::ItemIsFocusable);
this->setFocus();
// create the score/health
score = new Score();
scene->addItem(score);
health = new Health();
scene->addItem(health);
// spawn enemies
QTimer * timerEnemy = new QTimer();
QObject::connect(timerEnemy,SIGNAL(timeout()),this,SLOT(spawnEnemy()));
timerEnemy->start(2000);
// spawn meteors
QTimer * timerMeteor = new QTimer();
QObject::connect(timerMeteor,SIGNAL(timeout()),this,SLOT(spawnMeteor()));
timerMeteor->start(8000);
// spawn buff
QTimer * timerBuff = new QTimer();
QObject::connect(timerBuff,SIGNAL(timeout()),this,SLOT(spawnBuff()));
timerBuff->start(12000);
// play background sound
Audio* backgroundMusic = new Audio();
backgroundMusic->playBackgroundMusic(0.3);
show();
}
// checks collision in the game
void Game::collision()
{
// get a list of all the items currently colliding with the player
QList<QGraphicsItem *> colliding_items = player->collidingItems();
for (int i = 0, n = colliding_items.size(); i < n; ++i)
{
// if one of the colliding items is an Enemy, destroy both the player and the enemy
// checks if the player hit a enemy./*
if ((typeid(*(colliding_items[i])) == typeid(Enemy1) || typeid(*(colliding_items[i])) == typeid(Enemy2)) || typeid(*(colliding_items[i])) == typeid(Enemy3) || typeid(*(colliding_items[i])) == typeid(Meteor1) || typeid(*(colliding_items[i])) == typeid(Meteor3))
{
health->decreaseHP();
// play sound when ship collision happens
if ((health->getHP() != 0 && health->getHealth() != 0) || (health->getHP() == 0 && health->getHealth() != 0) || (health->getHP() != 0 && health->getHealth() == 0))
{
// play shipcollision sound
Audio *shipCollision = new Audio();
shipCollision->playShipCollisionSound(0.7);
}
// player dies => game over
if (health->getHealth() <= 0 && health->getHP() <= 0)
{
// play background sound
Audio *gameOverSound = new Audio();
gameOverSound->playGameOver(1);
// remove them both
scene->removeItem(colliding_items[i]);
scene->removeItem(player);
// free memory
this->deleteLater();
this->score->deleteLater();
this->health->deleteLater();
}
// decrease 1 health
else if (health->getHP() == 0 && health->getHealth() != 0)
{
health->decrease();
health->setHP(4);
}
// remove them both
scene->removeItem(colliding_items[i]);
delete (colliding_items[i]);
}
// buff 1 pickup (increase 1 HP)
else if ((typeid(*(colliding_items[i])) == typeid(Buff1)))
{
health->increaseHP();
Audio *playBuff = new Audio();
playBuff->playBuffSound(1);
scene->removeItem(colliding_items[i]);
delete (colliding_items[i]);
}
// buff 2 pickup (increase 1 Health)
else if ((typeid(*(colliding_items[i])) == typeid(Buff2)))
{
health->increase();
Audio *playBuff = new Audio();
playBuff->playBuffSound(1);
scene->removeItem(colliding_items[i]);
delete (colliding_items[i]);
}
}
//qDeleteAll(colliding_items);
QList<QGraphicsItem *> Items = scene->items();
// bullet collision checks
for (int i = 0, n = Items.size(); i < n; ++i)
{
// checks if the bullet.
if (typeid(*(Items[i])) == typeid(Bullet))
{
QList<QGraphicsItem *> bullcol = Items[i]->collidingItems();
for (int j = 0, n = bullcol.size(); j < n; ++j)
{
// bullet hits an enemy
if ((typeid(*(bullcol[j])) == typeid(Enemy1) || typeid(*(bullcol[j])) == typeid(Enemy2)) || typeid(*(bullcol[j])) == typeid(Enemy3))
{
Enemy *enemy = (Enemy *)bullcol[j];
enemy->hit(1);
Audio *bulletHitSound = new Audio();
bulletHitSound->playBulletHit(1);
// remove them both
if (enemy->destroy())
{
scene->removeItem(bullcol[j]);
enemy->deleteLater();
score->increase();
}
// remove bullet
scene->removeItem(Items[i]);
delete Items[i];
// free memory
//Items[i]->deleteLater();
}
else if ((typeid(*(bullcol[j])) == typeid(Meteor1) || (typeid(*(bullcol[j])) == typeid(Meteor3))))
{
scene->removeItem(Items[i]);
}
}
}
}
}
// go to goal position (cursor position)
void Game::mouseMoveEvent(QMouseEvent *mouse)
{
player->setWannaBeX(mouse->pos().x()-50);
player->setWannaBeY(mouse->pos().y()-25);
}
// add an item to scene
void Game::addItem(MovableObjects * item)
{
scene->addItem(item);
QObject::connect(moveTimer,SIGNAL(timeout()),item,SLOT(move()));
}
// delete an item from scene
void Game::delItem(MovableObjects * item)
{
scene->removeItem(item);
item->deleteLater();
}
// level checker
void Game::getLevel()
{
if( score->getScore() < 20)
{
level = 1;
}
else if(score->getScore() > 19 && score->getScore() < 40)
{
level = 2;
}
else if(score->getScore() >39 && score->getScore() < 60)
{
level = 3;
}
else if(score->getScore() >59 && score->getScore() < 80)
{
level = 4;
}
else if(score->getScore() >79 && score->getScore() < 100)
{
level = 5;
}
else if(score->getScore() >99 && score->getScore() < 120)
{
level = 6;
}
else if(score->getScore() >119 && score->getScore() < 140)
{
level = 7;
}
else if(score->getScore() >139 && score->getScore() < 160)
{
level = 8;
}
else if(score->getScore() >159 && score->getScore() < 180)
{
level = 9;
}
else
{
level = 10;
}
}
// fire bullets
void Game::keyPressEvent(QKeyEvent *event)
{
if (event->key() == Qt::Key_Space)
{
// create a bullet
Bullet * bullet1 = new Bullet(0, 20, 30, score);
Bullet * bullet2 = new Bullet(0,70, 30, score);
bullet1->setPos(player->x(),player->y());
bullet2->setPos(player->x(),player->y());
this->addItem(bullet1);
this->addItem(bullet2);
}
}
// spawn enemies depending on level
void Game::spawnEnemy(){
int ran = rand()%5;
getLevel();
switch (level) {
case 1:
if(ran%8 == 0)
{
Enemy * enemy2 = new Enemy2(0, health);
// scene->addItem(enemy2);
this->addItem(enemy2);
}
// create an enemy
else if(ran%5 == 1)
{
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
}
else
{
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
break;
case 2:
if(ran%8 == 0)
{
Enemy * enemy2 = new Enemy2(0, health);
// scene->addItem(enemy2);
this->addItem(enemy2);
}
// create an enemy
else if(ran%5 == 1)
{
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
else
{
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
break;
case 3:
if(ran%8 == 0 || ran%8 == 2)
{
Enemy * enemy2 = new Enemy2(0, health);
// scene->addItem(enemy2);
this->addItem(enemy2);
}
// create an enemy
else if(ran%5 == 1)
{
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
else
{
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
break;
case 4:
if(ran%8 == 0 || ran%8 == 2)
{
Enemy * enemy2 = new Enemy2(0, health);
// scene->addItem(enemy2);
this->addItem(enemy2);
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
}
// create an enemy
else if(ran%5 == 1 || ran%5 == 3)
{
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
else
{
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
break;
case 5:
if(ran%8 == 0 || ran%8 == 2)
{
Enemy * enemy2 = new Enemy2(0, health);
// scene->addItem(enemy2);
this->addItem(enemy2);
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
// create an enemy
else if(ran%5 == 1 || ran%5 == 3)
{
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
else
{
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
break;
case 6:
if(ran%8 == 0 || ran%8 == 2)
{
Enemy * enemy2 = new Enemy2(0, health);
// scene->addItem(enemy2);
this->addItem(enemy2);
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
// create an enemy
else if(ran%5 == 1 || ran%5 == 3)
{
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
else
{
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
}
break;
case 7:
if(ran%8 == 0 || ran%8 == 2 || ran%8 == 7)
{
Enemy * enemy2 = new Enemy2(0, health);
// scene->addItem(enemy2);
this->addItem(enemy2);
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
// create an enemy
else if(ran%5 == 1 || ran%5 == 3)
{
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
else
{
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
}
break;
case 8:
if(ran%8 == 0 || ran%8 == 2 || ran%8 == 7)
{
Enemy * enemy2 = new Enemy2(0, health);
// scene->addItem(enemy2);
this->addItem(enemy2);
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
// create an enemy
else if(ran%5 == 1 || ran%5 == 3)
{
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
else
{
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
Enemy * enemy2 = new Enemy2(0, health);
// scene->addItem(enemy2);
this->addItem(enemy2);
}
break;
case 9:
if(ran%8 == 0 || ran%8 == 2 || ran%8 == 7)
{
Enemy * enemy2 = new Enemy2(0, health);
// scene->addItem(enemy2);
this->addItem(enemy2);
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
// create an enemy
else if(ran%5 == 1 || ran%5 == 3 || ran%5 == 5)
{
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
else
{
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
Enemy * enemy2 = new Enemy2(0, health);
// scene->addItem(enemy2);
this->addItem(enemy2);
}
break;
case 10:
if(ran%8 == 0 || ran%8 == 2 || ran%8 == 7)
{
Enemy * enemy2 = new Enemy2(0, health);
// scene->addItem(enemy2);
this->addItem(enemy2);
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
// create an enemy
else if(ran%5 == 1 || ran%5 == 3 || ran%5 == 5)
{
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
Enemy * enemy2 = new Enemy2(0, health);
// scene->addItem(enemy2);
this->addItem(enemy2);
}
else
{
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
Enemy * enemy2 = new Enemy2(0, health);
// scene->addItem(enemy2);
this->addItem(enemy2);
}
break;
default:
if(ran%5 == 0)
{
Enemy * enemy2 = new Enemy2(0, health);
// scene->addItem(enemy2);
this->addItem(enemy2);
}
// create an enemy
else if(ran%2 == 0)
{
Enemy * enemy1 = new Enemy1(0, health);
// scene->addItem(enemy1);
this->addItem(enemy1);
}
else
{
Enemy * enemy3 = new Enemy3(0, health);
// scene->addItem(enemy3);
this->addItem(enemy3);
}
}
}
// spawn meteors
void Game::spawnMeteor(){
int ran = rand()%5;
if(ran%5 == 0)
{
Meteor * meteor3 = new Meteor3(0);
this->addItem(meteor3);
}
// create an Meteor
else if(ran%2 == 0)
{
Meteor * meteor1 = new Meteor1(0);
this->addItem(meteor1);
}
}
// spawn buffs
void Game::spawnBuff(){
int ran = rand()%5;
if(ran%5 == 0)
{
Buff * buff = new Buff1(0);
this->addItem(buff);
}
}